1. #16
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    wow, this is amazing so super cool !!!

  2. #17
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    Hmm awesome! This could be very useful...
    Thaddeus M Maharaj
    3D Character Artist at Rockstar Games

    www.thechindian.com
    My Sculpting WIP Thread

  3. #18
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    that is sweet!
    The greatest emporor in the world is one you never know is there.
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  4. #19
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    i would love to have this for XSI ...it would definitely save me some work

  5. #20

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    Awesome plugin. Thanks a bunch!

    -George

  6. #21
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    Quote Originally Posted by Godfishb16
    Not sure this would be any use for games. But possibly for the film industry. Seems like this tool is just another button clicking saver. But if you have a file thats already got blends hooked up to it this tool would probably be useless. Good For possibly testing though?

    cool plugin though
    Unreal Engine 3 packs blendshape support last I checked. It packs with your skeletal model export under languages like "morph meshes" or something like that.
    "Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius — and a lot of courage to move in the opposite direction." -E.F. Schumacher


  7. #22
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    WOW!! SUPERB! ..... THANKS! PIXOLOGIC ... I LOVE YOU ALL
    My portfolio | My Sketchbook |My Blog

    "The work will teach you how to do it. Just get going, every master was once a novice..."

  8. #23
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    Great script, thank you aurick.

    Emmanuel.

  9. #24
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    Waoooow Awesome, congretulation ViVa PiXo

  10. #25
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    looks like a really useful plugin, could potentially save me a lot of time with a project im doing at the moment.

    Considering this exporter works using the different layers in zbrush, is it in any way possible to create morph targets from multiple versions of the same ztool?

    To clarify... im working with multiple 3d scans of a face. iv applied the neutral face scan information to a basic head in mudbox via displacement, and taken the resulting mesh to zbrush to sculpt and retopologize. I then need to apply the scan data of other expressions to this to act as morph targets. is there a way to do this inside zbrush as different layers so this plugin works? its important that i use the scan data to construct the new expressions as the project revolves around the accuracy of laser scanning technology.

    My initial idea was to take the new topology base mesh to mudbox and apply the displacement again for the other expression, then bring that mesh back to zbrush to sculpt again. But that will mean its a new tool and there will be no layer information relating to the neutral face mesh. Is there any way to work around this so that i can utilize this plugin?

    cheers

  11. #26
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    Max users: Morpher, at least to my recollection, doesn't do additive blending. It averages targets. I believe both Maya and Zbrush use additive blending, so your results of using multiple targets will be different in Max. Morpher's behavior would be one reason Luminox created MorphX2. MorphX2 is a freebie, but you'll still have to do the setup manually and not be able to rely on FBX to do your dirty work for you with this plug-in, if you want your morphs to work exactly like Zbrush's layers at least.

  12. #27

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    Thx 4 the new plugin!

    amazing work Pixologic

  13. #28
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    SWEET!
    Thanks for this cool plug in.
    Can't wait to try it.

  14. #29

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    nimajneb ... what about messiah ? I'd be interested to know about this one ...

  15. #30
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    Quote Originally Posted by Jerick
    Unreal Engine 3 packs blendshape support last I checked. It packs with your skeletal model export under languages like "morph meshes" or something like that.
    Yeah it does. I'm using it right now on a project. Not sure if it would be worth it though to do blendshapes on a lowpoly head fillled with triangles though in zbrush. Would make more sense to just stick to maya for that. But don't know...never tried to use zbrush for something like that.

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